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Question by Casiell · Nov 06, 2019 at 08:09 AM · performanceperformance optimizationbakingculling

Sprite shape culling performance

I'm using Sprite Shape in my project and recently I noticed that culling on those elements takes 20ms each frame. The exact profiler entry is SpriteShapeController.OnWillRenderObject with 4692 calls.

I have a few solutions in mind, but I couldn't find how to implement any of them. I would be grateful for any tips on how to do that, or for any new ideas, maybe they are better than mine.

  1. Turn off culling whatsoever. I wanted to check how my game would preform without culling, but I can't really find a way to turn it off for sprite shapes. My camera has occlusion culling turned off.

  2. Bake sprite shapes. I don't really need my sprite shapes to be dynamic and I guess baking them in some way would improve my performance. Setting the static flag does nothing. I would turn off the controllers, but when I do that, then culled shapes don't show up on the screen. If there is an immediate solution then it would be awesome, but baking all the shapes into a texture is also acceptable. Sadly I don't know how to start with any of those.

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avatar image Ross93 · Jun 10, 2020 at 11:57 PM 0
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I'm having performance issues too! Any updates with this?

avatar image liamrobertson · Aug 22, 2020 at 03:50 PM 0
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SpriteShapeController now has the Bake$$anonymous$$esh() method.

avatar image liamrobertson · Aug 24, 2020 at 06:43 AM 0
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@Casiell @Ross93 New version of Sprite Shape apparently has mesh baking, but they don't explain anywhere how to use this. Any updates on your end?

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Answer by SimplyNew · Mar 28, 2021 at 01:41 AM

Not sure if it's too late to answer this question. I am putting this anyways.

In editor, when you enable Edit Spline button, one checkbox appears below Enable Tangents. Using that checkbox, you can cache your geometry and avoid run time recreation.

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